The XR Creative Framework is built for OpenXR and enables you to build editor tools for XR devices. It supports stereo rendering, head mounted display pose, motion controller poses and input. It’s designed to be extensible in Blueprints without the need to modify engine code or plugins. Examples of such tools could be for Level Design, Modeling, and Animation.
When can we expect it?
The XR Creative Framework will ship as an experimental plugin in 5.2, but you can already access it through our 5.2 branch on GitHub (CL can be found here). We’re excited to see what the community can do with the framework, but we’re also exploring development of XR Creative Tools internally. Our focus will be on supporting existing Virtual Scouting functionality for 5.3.
I am in the middle of the production of a serious game that utilizes Unreal Engine 5.1, the XR Creative Framework sounds really promising. I would like to know if this plugin will be useful for the team. Here are some questions:
Does the XR Creative Framework support hand tracking and recording of gestures?
Will there be any presets available for optimal performance with nanite/lumen or Foveated Rendering?
Are there any known compatibility issues with Unreal Engine 5.1?
Thank you - and please if there is any news or documentation i would love to check it out!
Ok, that’s great! Actually we are planning to use Ultraleap Devices anyway - so we will implement that with that. One of our developers had actually implemented a custom written gesture calibration and gesture recognition for hand tracking with OpenXR based on HTC’s implementation. Maybe there will be an opportunity to look at this together.
If I understand correctly, the XR Creative Framework thus already offers the possibility to implement at least own settings, that’s great!
After testing version 5.2 for the first time, i have decided to upgrade to this version, because the 5.1 had bad performance in VR.
In any case, thank you very much for the answer!
The new Virtual Scouting plugin is now available on GitHub! The plugin is experimental and will ship with 5.4. It uses the XR Creative Framework to implement a Virtual Scouting toolset in Blueprints.
For information on how to use XR Creative Framework, which the Virtual Scouting plugin is built on top of, check out Richard’s and Brian’s Unreal Fest Presentation.
Thanks @VictorLerp for sharing this. I´m looking forward to give it a try with my team, unfortunately the link for Github is not working. Could you send a new link. Thnaks a bunch
Hi @AnaGameDev. You’re probably seeing the 404 message page from github. Have you linked your epic account to your github account? Follow these instructions, if you haven’t: Unreal Engine on GitHub
XR Creative Framework has been used to ship a new set of Virtual Scouting tools with UE 5.4. This EDC post takes you through on-boarding, tool use, customizing and making your own tools.
Hi, I’m a developer looking to use the new Virtual Scouting Tools in editor for VP. We’re trying to see if passthrough (using MetaXR plugin) is possible in editor with the virtual scouting tools, but when trying to do this we get an error saying ‘Unable to initialize XR Creative mode. r.PostProcessing.PropagateAlpha must be set to 0 (and requires an engine restart’. Obviously post processing alpha support is required for passthrough (at least with the MetaXR plugin). I was wondering if there’s a workaround here or, if not, why the XR Creative Framework cannot work with alpha PP. Cheers
Are you trying to use XRCreative & VScout in VRPie or in VREd? You should be able to go into VRPie with r.PostProcessing.PropagateAlpha !=0 - I believe the check only happens when launching VREd.
Thanks for getting back to me. I can confirm that the error only occurs when trying to run in the Editor, and that PIE launches. However, I’ve now encountered the problem that it doesn’t work whilst MetaXR plugin is enabled (in PIE this is since I can’t run in editor yet as we’ve established). The game window launches but nothing registers in the headset. Not entirely sure why this is, but disabling the MetaXR plugin makes Virtual Scouting work again.